📋 Guidelines
🐞 Bug Description
After using the “item picker” tool to generate X techs on my corvette, I noticed that when I added the item via a “right-click,” it had a generation seed.
However, when I used the tool on the right and selected “apply changes,” it didn’t have a seed.
But that’s not the most problematic part of the bug. Since I already knew some seeds for maxed-out X TECHs, I entered the values for each of the techs like this
(screen 1)
But when I switch between my ships and return to my corvette, all the techs have had their seeds “corrupted”—in fact, the editor adds a seed on top of the one already entered
(screen 2 and 3)
(The TECHS are still present, but they no longer appear because they have two seeds)
You can see on the TECH that when I switched ships (to check some seeds on a ship in another slot) and returned to the ship where I had entered my seeds, the editor had changed them all by adding another randomly generated seed.
⚙️ Steps to Reproduce
- Enter your own seeds manually.
- Switch to a different ship slot, then return to the ship you were making changes to.
🔎 Expected Behavior
Switching ship slots to check other seeds or other elements of another ship should not change the seeds that have already been entered.
💻 Environment
- OS: Windows 11 Pro
- Version: 25H2
- Branch/Commit: main/NMSE v1.0.393 (preview)
💬 Additional Information
A small change or addition to the editor menu could, in my opinion, be useful.
I've tweaked the menu and included the before-and-after comparison below:
(Since this indirectly relates to the bug, I've added it here, but I can submit it as a separate feature request)
With this layout, it allows:
- Distinguishing between the selected slot and the selected item in the item picker
- Having a separate field for the procedurally generated SEED (and using it to change it as needed or desired)
- Having a separate field for the seed could allow for adding a “generate seed” button right next to it later on to change the seed on the fly.
- To add the “Add Item” button, which clearly distinguishes the selected slot (and its “active” item) from the chosen item that will replace the one already present
- The “Add Item” button will also allow, on empty slots, to add the same TECH or selected item quickly (which can currently also be done with a right-click)
❤️ Thank you for helping improve NMSE!
📋 Guidelines
🐞 Bug Description
After using the “
item picker” tool to generate X techs on my corvette, I noticed that when I added the item via a “right-click,” it had a generation seed.However, when I used the tool on the right and selected “
apply changes,” it didn’t have a seed.But that’s not the most problematic part of the bug. Since I already knew some seeds for maxed-out X TECHs, I entered the values for each of the techs like this
(screen 1)
But when I switch between my ships and return to my corvette, all the techs have had their seeds “corrupted”—in fact, the editor adds a seed on top of the one already entered
(screen 2 and 3)
(The TECHS are still present, but they no longer appear because they have two seeds)
You can see on the TECH that when I switched ships (to check some seeds on a ship in another slot) and returned to the ship where I had entered my seeds, the editor had changed them all by adding another randomly generated seed.
⚙️ Steps to Reproduce
🔎 Expected Behavior
Switching ship slots to check other seeds or other elements of another ship should not change the seeds that have already been entered.
💻 Environment
💬 Additional Information
A small change or addition to the editor menu could, in my opinion, be useful.
I've tweaked the menu and included the before-and-after comparison below:
(Since this indirectly relates to the bug, I've added it here, but I can submit it as a separate feature request)
With this layout, it allows:
❤️ Thank you for helping improve NMSE!